So, while I work to get slopes implemented, I've been pondering how I'm going to implement the world generator, and several world mechanics (structures, biomes, landscapes, etc). This will be the first post actually discussing gameplay mechanics like this, so if anyone happens to be reading this, please leave some feedback.
Here's the diagram I have so far:
First of all, I should probably explain the unlocks.
I said in the title of this devlog that The Ascender was a 3D Survival Sandbox + Tower Defense combination, and those unlocks specifically have to do with the TD side of things. Waves in The Ascender work exactly as they do in other TD games: defend yourself and the "beacon" from hordes of enemies (I'll explain what the "beacon" is later on).
That being said, the types specifically have to do with the geometry of the world:
- Normal: one continent surrounded by ocean and maybe a few islands
- Archipelago: several islands within a vast ocean
- Sky: floating islands, I have some amazing ideas for this one
- Underground: vast underground caves under an ocean, with maybe a few islands
The themes have to do with the climate/set-pieces (or structures) of each world:
- Normal: a diverse amount of biomes and structures
- Frozen: a wintery landscape and nordic-themed structures
- Inferno: a dry, fiery and fierce landscape filled with explosive architecture
- Dark: an eternally dark world lit only by bioluminessent creatures
Sizes are self-explanatory.
This leaves you with a total of 16 choices for the world generation (not counting sizes/seed).
I hope to get all of these implemented, and I already have extensive plands for some of these world types.
Regardless, I hope you found this post interesting. I should get back to work now.